Player Agenda Embrace the dangers of the Hunt. Use your gear. Ask questions, use the answers to take action. Explore the Heliwyr’s weirdness and madness. Hunter’s Scroll The Workshop The workshop is a place between human reality and that of the Ancients: it is a sort of limbo accessible only to those who own a Bloodstone. Using it, your body becomes a stone statue in reality, and your spirit travels a pathway inside a dream. When you visit the workshop while hunting, you can rest and take a breath. Choose two actions from the list below: Accept the risk, don’t be afraid of death. Pray in front of the tomb of the first hunter: roll your lower attribute and regain Blood equal to the highest result: Action Roll When a Hunter faces a risky situation, the outcome is determined by the Action Roll. The Hunter describes what they want to accomplish and what Attribute and Gear they will employ to do so. The GM assesses the situation saying if the Hunter is in a controlled, risky or desperate Position. The worse the Position, the harder the consequences. The GM will also tell the Effect level the Hunter would accomplish (great, standard or limited) and possible outcomes of the roll. Some Gear or Ability can improve the Effect level. The Hunter can then raise or lower the Effect at the cost of a worst position or vice-versa. 6s The first hunter spills their blood for you: You regain all Blood. 6 The first hunter blesses you: You regain 3 Blood. 4/5 The first hunter whispers in your ear: You regain 2 Blood. 1-3 The first hunter looks at you: You regain 1 Blood. Repair equipment: refresh all common armor boxes Refill your resources: refresh all Firearm bullets. Use the altar of the Ancient Runes: spend 4 Insight to add one ◆ to an Attribute. Then your spirit returns to your body, which comes to life again. We were born wrapped in darkness, covered in blood. But the light touched us, and now our eyes are open. The Hunt is our way, the Hunt is our purpose. The Hunter gathers their dice: ⬧ A number equal to the Attribute rating. ⬧ Adds bonus dice from Stamina, Blood, or Assist. If they end up with zero or less dice to roll, they roll 2 dice and keep the lowest. The Hunter rolls all the dice and reads the single highest result (two or more six is the “6s” in the table). Player and GM work together narrating the action, but the latter has final say over the outcome and is the one declaring the Consequences. 6s 6 Critical. They succeed with increased Effect. Success. It goes as well as intended. 4/5 Partial Success. They do it but also suffer a Consequence: Harm, Reduced Effect, Lost Opportunity, Worse Position or Complication. 1-3 Fail. Things go bad and they suffer the Consequences. used. Oath of Hunters You are a Hunter. You have vowed to follow the path of blood and to put an end to the aberrations caused by the lust for power. On this blood moon night, you were asked to go to the city of Heliwyr. An Apostle is attempting to ascend, opening a gate between our world and the Ancients one, which will devour the entire city. Your task is to get to the city's Cathedral before it's too late. You'll have to explore a cursed city, whose crazed citizens wander the streets armed with pitchforks, cursing the fallen gods, looking for strangers to murder. In the darkness of the cursed night, buried horrors await you, to test your blood and mind. You will risk eternal damnation on this mission. But the Hunt cannot stop. So, take your gear and your weapons: the carriage is about to leave. It will take you and your companions to the city's gates. Good hunt. 6 SIDED DICE 2 TO 4 HOURS 2 TO 5 PLAYERS This work is based on Blades in the Dark, product of One Seven Design, developed and authored by John Harper, and licensed for our use under the Creative Commons Attribution 3.0 Unported license. Action-Horror Role Playing Game Forged in the Dark The Awakening Your dream is agitated. Fragments of your past, from when you were a child. You’re trying to bring order to the chaos of your mind. Who were you once? [Choose your Origin among those listed beside] The first scene that emerges in your memory is the one closest to your true visceral nature: a scene from your childhood that marked your life, leaving an indelible taint on your flesh and spirit, and making you who you are today. What do you remember? [Choose one below and mark the Attribute]. • A fight in an alley, your knuckles stained with blood, the leather of the straps hitting you on the back. [◆◆◆ Prowess, ◆◆ Resolve, and ◆ Wit]. • A little girl smaller than you, with her face covered in soot, surrounded by older boys. Your screams to make them escape. A blade penetrating your side, kicks in your face. [◆◆ Prowess, ◆◆◆ Resolve, and ◆ Wit]. Hunter’s Information Blood Stamina Mark: suffering Harms or using the Trick Weapon. Regain: 2 using a Blood Vial. Mark last one: you’re dead. Spend: Push or Resist, or using the Trick Weapon. Regain all: after the Consequence of any action. ○ ○ ○ ○ ○ The Hunter’s Path It's been months since your awakening. You joined Master Edwin's hunters. You have been trained, you met other hunters like you. As a hunter, you have a Trick Weapon and a Firearm. With a silver blade, a Trick Weapon allows you to damage all kind of creatures. It has two usage modes: base form and alternate form. Also, you can imbrue the weapon with your own blood to gain extra dice during a roll using it. Firearm is used to parry attack or stun enemies. What are your weapons? [Choose your Trick Weapon and Firearm]. You learned how your body works: now you understand the importance of the Stamina. You have 3 Stamina, and you spend them to Push, Resist or using your Trick Weapon. Remember to use them strategically: Stamina is refreshed after you face the Consequence of every action. To complete your training, read aloud the Oath of Hunter on the back. Welcome, good hunter. This game is licensed under CC BY-NC-SA 4.0 Push: during an Action Roll, you can add +1d to your roll per each Stamina spent. Resist: reduce or avoid Consequences. Describe how you do it, than roll 1d per each Stamina spent. 6s Choose one: Lone Survivor [Signature Ability: you always act first] Troubled Childhood [Signature Ability: you always know when someone is lying] Violent Past [Signature Ability: +Effect when unleash physical violence] Noble Scion [Signature Ability: +1d when Reload] Waste of Skin [Signature Ability: none] Resolve Covers all actions involving fighting, athletics, physical toughness and strength. Covers all actions involving willpower, fortitude, charisma and persuasion. Wit Covers all actions involving awareness, reflexes, smarts and arcane. • • • • • • Bandolier Attire Tools Mark to use: Antidote Blood Vial Smoke Bomb Fire Bomb Acid Bomb Silver Bullet Choose your clothes: Hunter [ : avoid Harm in combat] Noble [ : +1d to Resolve roll] Priest [ : avoid occult Consequence] Executioner [ : avoid mental Harm] Knight [ : Protect with no Consequence] Student [ : +1d to Wit roll] You have all: Bloodstone Hand Lantern Monocular Spirit Bell Climbing Gear Tinkering Tools ○ ○ ○ ○ ○ ○ Trick Weapon Choose one: ○ Axe | Long Axe [great range] ○ Blade | Mallet [+Effect vs undead] ○ Cleaver | Saw Spear [+Effect vs beast] • • • • • • Firearm Choose one: ○ Pistol [Parry: 4+] [Stun: 6+] ○ Blunderbuss [Parry: 6+] [Stun: 4+] ○ Rifle [Parry: 5+] [Stun: 5+] Base form: you can use the weapon to strike a quick and accurate blow. Cost: 1 Stamina. Parry: roll 1d per each bullet you mark. With a result equal [Parry] you interrupt an enemy action. Alternate form: you can use the weapon to strike a powerful blow, with increased Effect. Cost: 2 Stamina. Stun: roll 1d per every two bullets you mark. With a result equal [Stun] you stun an enemy for a few seconds. + Imbrued with blood: you soak the blade in your own blood. Gain +1d to the roll per each Blood you mark. 6 Perfect. You avoid the consequence completely and refresh 1 Blood. Good. You avoid the consequence completely. 4/5 Close. You partially reduce the consequence. 1-3 Bad. You suffer the full consequence. Assist: help another Hunter who is facing an Action Roll. Describe how you intervene. Spend 2 Stamina to give +1d to them. You expose yourself to the consequences. Only one PC may assist a given roll. Protect: step in to protect another Hunter, suffering the consequences in their place. Describe how you intervene. Hunter’s Gear You wake up screaming. Your head is spinning. The pungent smell of disinfectant hangs in the air. You get up slowly. On a chair there are your clothes. What type are your clothes? [Choose your Attire]. You look around: you are in a kind of clinic. «Ah, well awake, stranger.» An old man in a wheelchair appears from the dark. «I am Master Edwin. We found you in the midst of a pile of corpses, covered in blood. You were the only survivor.» You don't remember anything. Everything is so blurry… «Don't worry: we will take care of you. What’s your name?», Master Edwin ask you. What’s your name? [Write your name on the first page of this scroll]. Insight Gain: exploring the world and its weirdness. Spend: Summon Ghosts or in the Workshop. Origin Prowess • A forbidden place. Candles on the floor. The gurgling of a being lying in the darkness. The cries behind you, and the sound of devoured brittle bones. [◆ Prowess, ◆◆◆ Resolve, and ◆◆ Wit]. Special Actions Reload: mark any amount of Blood and/or Silver Bullets. For each, roll 1d. Regain bullets equal to the highest result. BloodstonE is a game by Matteo Sciutteri (matteosciutteri.itch.io) - @MasterRPG - @TinyPumpkinsRPG Set up: perform a setup action to support indirectly another Hunter. Make an Action Roll to improve the Position or the Effect (your call) of their next Action Roll. Use the Armor: mark the common armor slots to reduce physical Harms. Use the Special Armor: mark the special armor slot to use the special ability, according to the fictional situation. Summon Ghost: ring your Spirit Bell and summon a ghost from another world. Ask them a question from the list below per each Insight you spent. • • • • • • • How can I hurt them? Who’s most dangerous here? What do they intend to do? Where are they vulnerable? What is hidden or lost here? Where can I hide here? What’s really going on here? Visit the Workshop: once per hunt, you can use your Bloodstone to reach the Workshop through a pathway inside a dream. See Workshop on the back for more details.